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Return to: Recent Patch Notes
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#Post#: 1409--------------------------------------------------
Patch Notes 4.4
By: WMaster Date: December 20, 2020, 7:23 am
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Patch 4.4 went live on 20.12.2020
[list]
[li]Firebat
[list]
[li]Increased health from 100 to 200.[/li]
[li]Decreased Armory Heavy Plating research cost from 250 to 200
gas.[/li]
[/list][/li]
[li]Infestor Transfusion
[list]
[li]Now casts instantly.[/li]
[li]Increased structure health bonus from 100 to 200. (Max from
800 to 1600.)[/li]
[li]Fixed healing only 200 HP to structures when at maximum
health bonus.[/li]
[/list][/li]
[li]Other
[list]
[li]Now allowing Zerg to create up to 60 Strikeling Spawners
when an ally leaves.[/li]
[li]Fixed Torralisk dealing double damage to primary
target.[/li]
[/list][/li]
[/list]
#Post#: 1410--------------------------------------------------
Re: Patch Notes 4.4
By: Mett Gaming Date: December 20, 2020, 7:26 am
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Thank you for adressing the infestor and the strikeling issue!
🙂
I'm eager to see how the health increase works out.
#Post#: 1419--------------------------------------------------
Re: Patch Notes 4.4
By: ZergTriumph Date: December 20, 2020, 11:34 am
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I was wondering why firebats were taking so long to die. Good
patch. Thanks.
#Post#: 1420--------------------------------------------------
Re: Patch Notes 4.4
By: RickSanchez Date: December 20, 2020, 12:13 pm
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Nothing to complain about..
https://i.ibb.co/48d9Lrv/index.png
Still a little bit disappointed because I am kinda excited about
how "Bunker Wars X Patch" (yard first patch) will play out.
#Post#: 1424--------------------------------------------------
Re: Patch Notes 4.4
By: Oayoo Date: December 21, 2020, 7:07 am
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Good patch :)
#Post#: 1440--------------------------------------------------
Re: Patch Notes 4.4
By: Speed Date: December 22, 2020, 8:56 am
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2.9k HP big spine is fun :D
Perhaps I misjudged some of the proposed changes, though the
lack of good terrans makes it hard to really judge how much it
helps x)
1 thing I'm still missing, which I think was reported in
e-mails, not forum. Stasis cannon doesn't trigger attack
warning, would be nicer if it did.
#Post#: 1472--------------------------------------------------
Re: Patch Notes 4.4
By: Speed Date: December 29, 2020, 1:10 pm
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I have a few things I'd like to see in patch notes 4.5
-Stasis cannon trigger "base under attack" for zerg if buildings
are hit.
-Cancel button on creep tumor when building drone (you have to
click the drone icon in the production queue of the UI to
cancel)
-Cancel button for animal farm when producing animal (same as
the point above)
-I noticed (and also was informed by ink) that hydras have more
regeneration. Made 10 hydras in 2 games that were won anyways,
they heal easily out of combat now, maybe even a bit too fast,
but I will not 100% judge that from 2 games with 4+ noob
terrans. I'd love to see some work being done on them, as it is,
150minerals + 6 minutes until they are grown up is still a bit
too inefficient, but the increased regeneration definetely takes
them a big step towards being useful early / mid game. Consider
limiting hydras to X amount alive at the same time, I feel like
it's easier to balance them that way, because if you make them
useful early game, they will probably be insane in mid and
totally OP in late game due to how zerg economy works. It's one
of the few tools zerg has that are more useful in the hands of a
skilled player (apm, awareness, micro), which is so very lacking
in current zerg tool kit.
-Probably not something that is worth the effort to do, but I'd
like to see how some upgrades costing minerals instead of gas
would play out. I totally hate spending 200 gas on shattering
laser, just a defensive anti-unit upgrade that only helps
pushing in the sense of killing the "defending" units faster.
I'd rather keep spending my gas on economy and buy shatter for
300 minerals or something... Marines costing 16/5 is extremely
annoying, too^^ it will actually take a long time to get from
100 gas in bank to 200 if you're pumping marines at the time.
Anyways, a change like this is probably too much work for too
little reward as there are more glaring issues at this moment,
so just keep this in mind for later in case we ever get to the
point where we can toy around with things like this lol.
As for the proposed yard change, if it really is such an issue
to... the community... can we maybe just buff converters instead
of adding a completely new mechanic to the game? Converters,
while maybe not that efficient, have a really nice design imo.
It's only 100 gas to unlock them, and they burn (convert) one
resource into the other at a 4 to 2 ratio, this means it isn't
just some brainless thing you can spam, as too many of them mean
the burned resource will be very scarce. I'd suggest something
like changing the ratio from 4/2 to 3/2 or reducing the initial
cost of a converter from 100 minerals to 80. That said,
converter might be fine as is, just very under-utilized because
most people are so used to the chemical. Converters have been in
the game the way they are for a long time afaik, maybe some of
the older players can give their opinion about it?
tl;dr a couple QoL suggestions and a couple of balance / design
ideas
#Post#: 1473--------------------------------------------------
Re: Patch Notes 4.4
By: Turb007 Date: December 29, 2020, 5:19 pm
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[quote author=<heXnab>Speed link=topic=145.msg1472#msg1472
date=1609269032]
Marines costing 16/5 is extremely annoying, too^^
[/quote]
I always thought it was strange that marines have a gas cost to
them at all. I would personally rather have the gas reduced or
removed than to have certain upgrades like shatter to cost
minerals. To have some important upgrades cost minerals instead
of gas, I think strategic decisions would decrease. Depending on
the situation, you have to ask yourself somewhat early in the
game if you should be spending gas on eco or upgrades like
shatter/pen/overcharge/etc. You can't really do both when they
both cost the same resource, which creates a decision/strategy.
If some of these upgrades cost minerals, then it would be pretty
obvious to just eco very hard. I could maybe see energy
conservation costing minerals though? Then one would have to
figure out at what point it's better to get energy con or more
gen ups.. Idk, just thinking out loud.
In 2.x, converters were utilized a ton in the late game. I
wasn't exactly great at the game back then (I was one of those
people that killed everything up until the big spines and then
eco'd hard to kill with 70-100 elites ;D), and I remember doing
some crazy big elite push to victory games, thanks to
converters. I think as of right now, they should only be used if
you have a good income of one resource (typical mineral) or if
you get pushed back in your base to convert minerals for wall
ups. I think they still serve their purpose well without
changing the ratio though I certainly wouldn't mind a drop in
the hefty 100 mineral cost. Or maybe if it remains at 100
minerals, it could be upgraded for say, 50 or so minerals to do
a 1-1 ratio. Would help with space a bit if you're in a turtle
scenario.
I like the QoL ideas
#Post#: 1474--------------------------------------------------
Re: Patch Notes 4.4
By: Speed Date: December 29, 2020, 6:08 pm
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Yeah, I agree that all the upgrades & the eco requiring gas to
be researched / built creates great decision making (and is why
I just can't understand how people think / thought chemical was
great because it allowed you to get all the ups without thinking
was good lol). I didn't really think it through, it just bothers
me sometimes :p Particularly shatter is an upgrade I really
dislike haha.
Really nice idea on making conservation cost minerals actually,
that is certainly an upgrade I hardly do these days because it
transfers so poorly to the next tier of marines, so if you play
to upgrade your marines to veterans, you probably should skip
spending 300 gas on conservation 1, as it will only give 25%
efficiency to veterans. Maybe we are onto something interesting
here :)
I'll try and rephrase the gas issue a bit, particularly shatter.
It's very annoying to wait for 200 gas because there is too many
units coming at you to effectively push without it, and each and
everything you spend money on, except your generator (and
converters, but I won't get advanced building before shattering
haha), costs a little bit off gas (20 gas for battery, 3 gas for
reaper, 5 gas for marine, 2 gas per wall, 40 gas per sheep farm,
etc etc), so you're waiting for shatter to push and you're
holding out on building any units cause it delays your shatter a
bit, creating a fairly awkward scenario of AFKing without
AFKing. Maybe I'm the only one running into this issue, but it's
truly annoying^^.
#Post#: 1477--------------------------------------------------
Re: Patch Notes 4.4
By: Turb007 Date: December 30, 2020, 1:04 pm
---------------------------------------------------------
[quote author=<heXnab>Speed link=topic=145.msg1474#msg1474
date=1609286914]
Really nice idea on making conservation cost minerals actually,
that is certainly an upgrade I hardly do these days because it
transfers so poorly to the next tier of marines, so if you play
to upgrade your marines to veterans, you probably should skip
spending 300 gas on conservation 1, as it will only give 25%
efficiency to veterans. Maybe we are onto something interesting
here :)
[/quote]
I like it, certainly would need to test it out to determine how
much it should cost though.. Or if there is a math guru around.
"so you're waiting for shatter to push and you're holding out on
building any units cause it delays your shatter a bit, creating
a fairly awkward scenario of AFKing without AFKing."
Yeah I run into that as well with upgrades, especially with
shatter. It's one of those skill ceiling things, if you have a
high effective apm, you end up having to wait for [gas for]
upgrades meanwhile there is nothing else to do as you can't
accomplish anything without them. In 3.x, I played a handful of
games with Scarlett and could tell that this annoyed her quite a
bit - APM dropped from +400 down to double digits, sometimes for
as long as a full minute - there just isn't anything to do
(occasionally she'd take this time to look at teammates bases
and tell them why they're bad lul). So I definitely get that,
but I also agree that there are bigger issues to deal with
before trying to figure out the best way to fix this.
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